Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: An application framework
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef IAPPSYSTEM_H
#define IAPPSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/interface.h"
//-----------------------------------------------------------------------------
// Client systems are singleton objects in the client codebase responsible for
// various tasks
// The order in which the client systems appear in this list are the
// order in which they are initialized and updated. They are shut down in
// reverse order from which they are initialized.
//-----------------------------------------------------------------------------
enum InitReturnVal_t { INIT_FAILED = 0, INIT_OK,
INIT_LAST_VAL, };
abstract_class IAppSystem { public: // Here's where the app systems get to learn about each other
virtual bool Connect( CreateInterfaceFn factory ) = 0; virtual void Disconnect() = 0;
// Here's where systems can access other interfaces implemented by this object
// Returns NULL if it doesn't implement the requested interface
virtual void *QueryInterface( const char *pInterfaceName ) = 0;
// Init, shutdown
virtual InitReturnVal_t Init() = 0; virtual void Shutdown() = 0; };
//-----------------------------------------------------------------------------
// Helper empty implementation of an IAppSystem
//-----------------------------------------------------------------------------
template< class IInterface > class CBaseAppSystem : public IInterface { public: // Here's where the app systems get to learn about each other
virtual bool Connect( CreateInterfaceFn factory ) { return true; } virtual void Disconnect() {}
// Here's where systems can access other interfaces implemented by this object
// Returns NULL if it doesn't implement the requested interface
virtual void *QueryInterface( const char *pInterfaceName ) { return NULL; }
// Init, shutdown
virtual InitReturnVal_t Init() { return INIT_OK; } virtual void Shutdown() {} };
//-----------------------------------------------------------------------------
// Helper implementation of an IAppSystem for tier0
//-----------------------------------------------------------------------------
template< class IInterface > class CTier0AppSystem : public CBaseAppSystem< IInterface > { public: CTier0AppSystem( bool bIsPrimaryAppSystem = true ) { m_bIsPrimaryAppSystem = bIsPrimaryAppSystem; }
protected: // NOTE: a single DLL may have multiple AppSystems it's trying to
// expose. If this is true, you must return true from only
// one of those AppSystems; not doing so will cause all static
// libraries connected to it to connect/disconnect multiple times
// NOTE: We don't do this as a virtual function to avoid
// having to up the version on all interfaces
bool IsPrimaryAppSystem() { return m_bIsPrimaryAppSystem; }
private: bool m_bIsPrimaryAppSystem; };
//-----------------------------------------------------------------------------
// This is the version of IAppSystem shipped 10/15/04
// NOTE: Never change this!!!
//-----------------------------------------------------------------------------
abstract_class IAppSystemV0 { public: // Here's where the app systems get to learn about each other
virtual bool Connect( CreateInterfaceFn factory ) = 0; virtual void Disconnect() = 0;
// Here's where systems can access other interfaces implemented by this object
// Returns NULL if it doesn't implement the requested interface
virtual void *QueryInterface( const char *pInterfaceName ) = 0;
// Init, shutdown
virtual InitReturnVal_t Init() = 0; virtual void Shutdown() = 0; };
#endif // IAPPSYSTEM_H
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